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The Altercation Bureau

@altercation-bureau / altercation-bureau.tumblr.com

Harnessing mid-century aesthetics to develop concept art for a side-scrolling beat-em-up video game

Pursuing the Muse

The year is 196X. In the small non-specifically-European city of Wassnabeu, the Burgomeisters’ daughter Genevelle has gone missing just before she is due to act as Processional Princess for the important local festival of Fleischverzug Tuesday. The Burgomeisters suspect the involvement of an unscrupulous local industrialist whose business interests entangle the entire city’s economy, so rather than alerting the corrupt local gendermerie, the call was made to the famed investigation/security agency known as the Altercation Bureau...

Concept art and development blog for a 2.5-D old-fashioned beat-em-up based around mid-century aesthetics. Main tags:

The first game in the series is officially published! "StarStabber Zirc: Gemstone Collect-'Em-Up" is an in-browser 2D puzzle maze with nineteen levels, infinite lives, wacky collage graphics, and a bunch of different weirdos all trying to stop Zirc from collecting precious Plot Crystals. It's free, but if you like it I'd be super thankful if you could toss a little tip my way so I can keep working on the series.

Note: there is a minor display issue where, in my naivety as a new designer, I thought it would be fine to make a game 2000x2000 and computers would be smart enough to resize it, but that has turned out not to be the case. I'm hoping I can get that fixed in a future update, but in the meantime just zoom your browser waaaay out.

Master tag list:

  • Enemy design: common fodder up to bosses
  • Level design: stages and non-enemy hazards
  • Game puzzle: specific challenges requiring something besides stabbing
  • Game design: player items, powerups, interface, sound/music
  • Gamedev: progress updates on the game itself, and also occasional complaining about the arcane nature of programming

I'm still a long way from understanding how to make a 2.5D beat-em-up, but after two weeks of rigorous work I was able to make this game here, so...maybe eventually?

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zuvson

↻ ʀᴇᴘʟᴀʏ ⇉ sᴋɪᴘ ♡ ʟɪᴋᴇ

I got a little out of practice drawing in the past few weeks but this looks like a really easy building to imitate. Malamiko GmbH Corporate HQ? Either way the window in Emil’s office should be shaped like his monograph

6-5: Malamiko GmbH Executive Suites

I’ve talked about all kinds of minutia, but haven’t mentioned the final boss! Inspired by the Giant Space Flea From Nowhere trope where otherwise realistic video games have ridiculous final bosses (in particular N.A.R.C.’s drug lord that turns into a giant head that shoots tongues and Growl’s poacher crimeboss turning out to be possessed by one of the alien monsters from Darius), when the Bureau finally confronts Emil Malamiko in his office, he summons ancient evil and turns into a horrific demon. (Spoiler, it’s actually just yet another costume made by il Professore, and once you fight it he pops out and tries to run away.)

I thought maybe it would work to have the unexpected demon be in a completely different graphic style by importing an old woodcut (Beelzebub from the Dictionaire Infernal), but I’m not sure. What do y’all think, cool and unexpected contrast or distracting weirdness brought on by too much collage-work on my simpler game idea, StarStabber Zirc?

Ooh I know how to make the demon form’s stand out while also fitting in with the mid-century style: wiggly jagged shapes

6-5: Malamiko GmbH Executive Suites

I’ve talked about all kinds of minutia, but haven’t mentioned the final boss! Inspired by the Giant Space Flea From Nowhere trope where otherwise realistic video games have ridiculous final bosses (in particular N.A.R.C.’s drug lord that turns into a giant head that shoots tongues and Growl’s poacher crimeboss turning out to be possessed by one of the alien monsters from Darius), when the Bureau finally confronts Emil Malamiko in his office, he summons ancient evil and turns into a horrific demon. (Spoiler, it’s actually just yet another costume made by il Professore, and once you fight it he pops out and tries to run away.)

I thought maybe it would work to have the unexpected demon be in a completely different graphic style by importing an old woodcut (Beelzebub from the Dictionaire Infernal), but I’m not sure. What do y’all think, cool and unexpected contrast or distracting weirdness brought on by too much collage-work on my simpler game idea, StarStabber Zirc?

Not to blow your minds or anything but the last few levels take place at the headquarters of Malamiko Suppen GmbH; here’s some tape reel computers for 6-5, Corporate Offices & Executive Suite. They’re too heavy to pick up to throw but you could probably knock them over or something

Possible design for the Bistro District where the Orbu Bros are based; while the gang is all over, each cafe/bistro/restaurant has a single Super Orbu that has to be found and beaten to unlock the boss area with sketchy businessman "Suppen Kaspar" Gutsman

  1. Baffario's Cittá Gelato
  2. Volcano Bakemeat
  3. Rikuo & Orubasu Meeresfrüchte
  4. Popinski Funkenwasser Kniepe
  5. Das Loaf Boulangerie
  6. Uuugly Burger
  7. Wall Chicken
  8. Le Pine Pot Rachshop Breakfast Diner
  9. Cafe Jennety
  10. Suppen Kaspar's